Tuesday 5th November 2024
Video Games
LO: To explore the history & context of video games.
Set text: Fortnite
Video Games Industry
- Relatively new media form.
- Since the 1970s they have had massive growth due to rapid technological development - graphics, narratives, interactivity, consoles, internet etc.
- In recent years, the diversity of game genres and platforms on which they can be played has meant an explosion in the gaming industry.
- In 2024, the Video Games market is projected to reach a revenue of $282.30 billion US dollars.
A brief history of video games:
1970s:
- Video games reach mass audiences through coin-operated arcade games and home consoles.
- 'Space invaders' in 1978, causes a shortage of 100-yen coins. Within a year, 60,000 machines in the US tempt Americans to spend millions of quarters playing.
- Single player games, basic ideas, no narrative. Mainly arcades.
1980s:
- Video game arcades reach their heyday as home consoles - led by Nintendo - begin to take sway.
- More technology meant a bigger variety of devices you could play on, more home gaming, multi-player gaming comes in.
1990s:
- More development in terms of consoles/variety of consoles, far more narrative.
2000s:
- Massive improvement in graphics.
2010s:
- Far more advanced, far more generative content, streaming, online gaming.
Three major changes that have occurred to video games since the 1970s:
- Massive technological developments - more consoles and ways to play games such as phones, consoles etc.
- Narratives have been introduced/developed, as well as graphics and the interactive elements of the game.
- The invention of the internet meant that you could play from anywhere with anybody.
- The use of mobile gaming.
1) What sort of platforms can people use now to play games on?
Phones, PCs, any consoles (Xbox, Play Stations etc) and tablets.
2) Why are smartphones such a popular way for people to play games?
Because you always have your phone with you, so it's convenient, they're easy to use and you can use it anywhere (as long as you have some sort of internet connection). More accessible financially as well, free games.
3) What do you think has happened to to the gaming audience because of these technological developments?
I think it has grown and changed because there is now a way for people to watch others play, and as the games themselves improved, people would be more interested in watching others play them and work their way through the complicated storyline/challenges of the game.
4) Lots of smartphone games are free to play. How do the game companies make money from them?
From advertisements and in-game purchases.
5) What is AUGMENTED REALITY and how has it been used to enhance games?
Augmented reality uses digital technology to combine the real world with the game (a real world setting), whereas VR is when everything you see is made up, you are in the game's setting. Augmented reality makes gaming more realistic, which some people may like, but others use games as a form of escapism.
Uses and Gratifications Theory:
- What people DO with the media.
Personal identity
Information
Entertainment
Social interaction
Minecraft:
Platform - Xbox, laptop, phone, playstation, virtual reality etc
Personal identity - you can create your own world.
Information - Minecraft doesn't provide any information.
Entertainment - People play Minecraft to have fun.
Social interaction - you can play with other people.
Roblox:
Platform - phone, laptop, Xbox, virtual reality etc
Personal identity - there are many games where you can create your own things.
Information - Roblox doesn't provide any information.
Entertainment - People play Roblox to have fun.
Social interaction - you can play with others, including your friends (specifically George).
Friday 8th November 2024
Case Study: Fortnite
LO: to research the case study and explore the context of video games.
Do Now:
1) graphics have majorly improved and the invention of the internet drastically changed how video games are played.
2) Augmented reality - when they use digital technology to combine the real world with the game (computer generated content)
3) An audience may gain social interaction from video games as they are able to play online with friends and strangers from all across the world.
4) Creative games would give an audience personal identity.
5) Entertainment is the Uses and Gratifications category that every video game meets.
1) Who produces Fortnite?
Epic Games.
2) How long has Fortnite been around?
It was initially released in 2017 and quickly became popular. It has been out for seven years.
3) How much money has the game made?
Over $26 billion, and over $6 billion was made in 2022 alone. 2023 - Fortnite made $5.63 billion in revenue.
4) What are the different games in the franchise?
Fortnite Battle Royale, Fortnite: Save the World, Fortnite Creative, Lego Fortnite, Rocket Racing and Fortnite Festival.
5) Summarise the gameplay: What is the story? What do players have to do?
A mysterious island that holds the Origin of the universe itself is being abused by a mysterious organisation. A mysterious figure emerges from an escape pod housed in the remnants of a meteor in the crater of the island. From there on, everything slowly descends into chaos. Players compete to be the last one standing by avoiding/eliminating other players. The Fortnite franchise is a series of multiplayer free to play battleground games available on a number of platforms and devices. Player, in groups of 100 are dropped via a flying bus onto a deserted island that is about to be hit by a natural disaster.
6) What genre is Fortnite?
Construction games and battle games (fusion of both).
7) Where do we see Fortnite appearing on other media platforms?
Most viewed game on YouTube, has its own facebook, Twitter and Instagram feeds.
8) How does Fortnite allow users to play together?
Solo, duo or squad (allows 100 people to play together and interact using the chat function) It can also be played across different platforms.
9) Give three reasons why you think Fortnite has been so successful?
- Unique art style
- it's free to play
- It is regularly updated, doesn't get boring to play.
- It can be played on phones.
10) How could you apply the uses and gratifications theory to Fortnite?
P - personal identity: You can build in Fortnite, allowing people to be creative. You can also choose your own skins and characters.
I - information: Doesn't apply.
E - entertainment: Some find it fun to play.
S - social interaction: You can play with others and talk to them over headsets.
Epic Games:
- Started by Tim Sweeney in 1991 and was originally run from his parent's house.
- Uses an operating system called Unreal Engine to develop Fortnite, and have since made this available on their website, and encourage their audience to use it to develop their own games. Unreal Engine has also been used by professional game developers.
- In 2014, the Guinness Book Of World Records named Unreal Engine as the 'most successful video game engine'.
Exploring context:
The BIG question - do violent video games make people more violent?
The relationship between video games and audiences has been a controversial area, with many moral panics. These ranged from fears that violent games encourage copycat behaviour to worries about addiction and the amount of 'screen time' that is healthy.
Fortnite, compared to other successful titles, contains very little explicit or realistic violence, and the cartoon-like graphics also make the game suitable for younger players. There seems to be little racism or misogyny expressed by the players compared to other video games - perhaps because free players are randomly assigned race and gender skins at the start of each round.
1 - Prince Harry - 'calls for ban on mega-hit video game 'Fortnite' because people can easily get addicted to it and it leaves a bad impression on children. I disagree with this as, while I think it should be restricted by parents depending on age, lots of people still enjoy playing it without becoming addicted.
2 - Violence and video games - there is no links between video games and violent behaviour.
3 - Vox article -
Homework:
Explain why audiences play video games. Refer to the uses and gratifications theory in your response. [12]
USE THIS STRUCTURE TO ANSWER THE EXAM QUESTION:
- Explain what the uses and gratifications theory is.
- Entertainment – explain what pleasure audiences get from playing video games and give an example.
- Personal Identity – explain how audiences might use video games to construct their own identity and give an example.
- Social Interaction – explain how audiences can communicate with each other through video games and give an example.
- Information – explain how audience could gain knowledge from playing video games and give an example.
The uses and gratifications theory is the idea that audiences play an active role in using the media. It focuses on what people do with the media, rather than what the media does with them. The theory states there are four reasons people use the media. One of these is personal identity. This is when people use the media (and in this instance, video games) to reinforce their personal values. This applies to video games in the sense that many games exist where creation is either the main focus of the game, or there is a creative aspect to the game, helping people to find themselves and reinforce their values as this would allow them to make whatever they want, including things they align with. An example of this is the creative mode on Minecraft, and even the build mode in Fortnite, both of which allow players to build whatever they like. Another reason within the uses and gratifications theory that people may play video games is for entertainment. This is when people play video games as a form of escapism from the mundane aspects of real life. Every video game will include this aspect of the uses and gratifications theory, as this is their main purpose: to provide a feeling of joy and happiness to their audiences. People may also find watching people play certain video games entertaining, to see how other people combat the same in-game challenges they themselves have or will have do. The huge variety of narratives and settings across the entire video game industry massively contributes to this being a reason for people to play games, as there are many different genres such as action, survival, battle, fantasy and even sports. Some examples of video games that provide entertainment are Fortnite, Wii Sports, and Dragon Age.
Information (another aspect of the uses and gratifications theory) while being a less prominent reason for people to play video games, can still apply in some instances. Long term players of games, as they progress, find out more facts about the game, either by stumbling upon them within the fantasy world or deliberately joining the fandom and looking up facts and information about their favourite games. Some games can also be wholly based on completing quizzes, or have a quiz aspect within them, which can either provide information about the game or information completely unrelated to the game, and instead on the English language, or flags. Some quizzes even involve finding out things about the person you're playing with, linking to the social interaction part of the uses and gratifications theory. Some games that give you information are Roblox (as this is a platform with around 40 million games on it, many games do involve quizzes, such as word bomb, requiring you to learn about the English language) and games that require you to solve a riddle before passing to the next stage. As mentioned earlier, the final reason people may use video games is for social interaction, which can involve both playing with others and the way that video games can provide a point of talking for some. Many games involve an in-game chat box, or sometimes there is an option to connect a headset to the PC or phone and talk to other players through these. People also may play the same game together while either being next to one another and being able to talk in real life, or on the phone at the same time as playing together on a computer. Another way in which people may use video games for social interaction is if they join the fandom for a certain game, and talk about it within this with other fans. It can be a great conversation starter, and allows people to interact with others they wouldn't usually talk to. Some examples of games that provide a chat function for players to talk are Fortnite, Roblox and Call of Duty.
Friday 15th November 2024
How do video games make money?
LO: To explore how the gaming industry is funded.
Do Now:
1) The term for mutual advantages gained when multiple elements/companies work together is synergy.
2) Technological convergence is the process of combining different technologies into a single unit to create new products or offerings.
3) The PEGI system is used to age rate games.
4) The GRA stands for Games Rating Authority.
5) Regulation is the act of controlling something.
Ways video games make money:
- In game purchases
-Advertisements
- In game currencies
- Collaborations
- Purchase of game (if it isn't free)
- Exclusive items (limited time offers)
- Subscriptions
- Merchandise
- Tie-ins (with film and TV)
- Sponsorships
How does Fortnite Battle Royale make money?
- Micro transactions, which is where players can purchase in-game currency to unlock skins, and accessories. Also purchasing upgrades rather than working through the gameplay to score them.
- Battle passes. Limited edition and exclusive content is drip-fed to these players over the course of the season.
- Collaborations and partnerships.
- Competitive events and Esports.
- Limited time offers.
- Creative mode and community marketplace.
- Merchandise. And licensing deals with different companies for products such as toys and clothing.
- Fortnite is an example of the 'Games as a Service' (GaaS)
- In-game purchases
- Crew subscriptions - pay a monthly fee, get bonus content, the battle pass and a monthly allowance of V-Bucks.
The launch and success of Fortnite:
- The promotional campaign targeted existing gamers.
- The campaign (by Fearless Media) reached 150 million users across different gaming sites.
- It had a cinematic trailer, potentially to make the game look unique, as this is very different to a typical trailer. It is very immersive and it suggests that it is a battle game, and it shows how there is no visual gore, and it isn't graphic/realistic violence. Impressive graphics, but they're not going for realism. They were being violence against animated fictional monsters. Suggests humour, different ethnicities, genders and styles were all represented. There were several main characters - teamwork. A cinematic trailer had impact.
- The game gained 10 million players in the first 2 weeks following its launch.
- It is still very successful.
Why so successful?
- As of 2024, there are now approximately 650 million registered Fortnite players.
- On average, Fortnite generates a profit of about $5.5 million a year.
Collaborations:
- Integration of characters from other successful franchises, such as Marvel and Star Wars.
- The Avengers 'Infinity Gauntlet Limited Time mash-up' generated 1.2 million mentions on social media in the first two days. This gave them a massive amount of publicity for free through their target audience.
- This 'buzz' also raises awareness of the game amongst audiences who are not existing gamers.
Some other collaborations Fortnite have done:
- John Wick
- Stranger things
- DC
- Deadpool
E-sports and Events:
- The Fortnite World Cup was first held in 2019. it received considerable media attention and was streamed on their Twitch channel.
- Epic now employs many professional gamers to keep the game at the forefront of the online conversation.
- Celebrity players, such as Snoop Dog, also help raise the profile of the game.
- Fortnite has also hosted a variety of events: from festivals to 'live' concerts.
- An example of these 'live' concerts was the collaboration Fortnite did with Ariana Grande's Rift tour, in August of 2021. Fortnite scheduled a series of virtual shows in the game.
- These were publicised on their website and socials through:
-Teaser trailers
- Posts on Twitter, Instagram and Facebook in the run up and during.
- Rift tour quests unlocked rewards.
- In-game purchases, like Ariana costumes and emotes.
- News items on the website explaining how to play.
Tuesday 19th November 2024
Audiences
LO: To explore the appeal of video games and how the industry targets different audiences.
Do Now:
1) two ways that Fortnite Battle Royale makes money are through collaborations and limited time offers. Also - in-game purchases, micro transactions, battle passes, crew subscriptions, merchandise and licensing deals.
2) A collaboration gets Fortnite more players and therefore more money. Wider audience.
3) Two examples of Fortnite collaborations are Ariana Grande and Stranger Things.
4) Two methods of marketing games are advertisements and trailers. Also - social media, merch, tie-ins posters etc.
5) All of the uses and gratifications: Personal identity, information, entertainment and social interaction.
The Website:
- Really important way (along with the linked social media) for the brand to reach its audience.
- The website includes: information and updates about the game and links to content and social media channels that might enhance the experience of the game.
- Their official YouTube channel includes reveals of the latest products, streams of e-sports competitions and behind the scenes footage. Fortnite also regularly update their social media accounts.
1) what are the main elements to the homepage?
Game collections, including games by Epic, news, featured collections, a top ten ranking of different games as well as a carousel and a navigation bar. A lot of options and choices right in front of you.
2) What Fortnite products are featured?
Different games, and there is a link to an items shop page on the navigation, as well as an option to go to the 'remix passes'. Any games are all on the homepage.
3) Can you identify examples of collaborations with different products or celebrities? What are they?
There is a clear collaboration with Ice Spice on the homepage, as well as a whole section for them. Some of them are Lego, and Teenage Mutant Ninja Turtles.
4) Make notes summarising 3 recent posts that promote different aspects of the game.
The PS5 Console, upcoming events, updates and opportunities.
5) Give three examples of opportunities for audiences to interact with the website.
- Purchase things.
- Download games.
- Sign in - create an account, sign in and get something different.
- Social media links at the bottom.
6) Look at one of the other pages on the menu bar. Make notes on why this page has been included on the website.
Ways website promotes engagement:
- Homepage is appealing through the use of bright, animated graphics and the use of imperatives & exclamations e.g. 'Watch now!'
- A range of posts highlight the latest news and developments in Fortnite; for example, new characters or future events. The linked pages typically include animations, images and direct address.
- Some posts further address the audience by addressing them in a role.
- Menu bar includes links to pages for each mode of the game.
- A link to the Epic Games website and a range of other games.
Fortnite Target Audience:
- 78% male, 22% female.
- 53% are 10-25
- 42% are in full time employment.
- They target a diverse and varied audience.
How does Fortnite target them?
- The unrealistic violence and cartoon style graphics as well as an emphasis on construction as much as killing, making it appealing to younger players (and their parents).
- The rise of 'eSports' stars, mainly consumed via streaming platforms like YouTube and Twitch (where Fortnite is the most watched game) has led to players becoming major celebrities. Ninja, the most famous Fortnite player has over 10 million subscribers and earns over half a million dollars a month. Ninja ranks highest in the world for social media interactions (i.e. people posting or sharing using their name).
- This creates gamer celebrities that have become aspirational role-models for some audiences. The use of non-traditional gamer celebrities such as rappers and NBA athletes widen the appeal of the game. The popularity of 'Twitch Girls' (female streamers like KatyPlaysGames) has also appealed to women.
- Fortnite's use of 'seasons' - with rumours and gossip about future seasons - follows the cable TV/online subscription style of long-form TV drama.
- You can choose how you look in the game.
Applying audience theory #1
Media effects theories are a collection of approaches and ideas that explain how media influences people.
They mainly work on the idea that audiences can be ACTIVE or PASSIVE. The difference between an active audience and a passive audience is how they engage with media messages:
Active audience - an audience that engages with media messages by interpreting, evaluating, and responding to them. They are able to question the messages and challenges the ideas they convey.
Passive audience - an audience that accepts media messages without question and is more likely to be directly affected by them. They are more receptive and less engaged.
The distinction between active and passive audiences is important because it challenges the traditional view of media as having a one-way flow of information. Instead, it emphasises the role of individuals in shaping their own media experiences.
How Fortnite audiences are active:
- They engage with the game (they play it), and decide what to do and when.
- Battle Royale is interactive and collaborative, encouraging players to work together. By being able to deconstruct and rebuild the game environment, players are encouraged to be creative.
- Fortnite: Creative is a different format that allows even more creativity in designing skins, emotes and landscapes.
- In addition, Epic Games have made their operating system Unreal Engine available (at a price) to encourage the next generation of game developers.
Applying audience theory #2
Uses and Gratifications theory.
- The theory states that an audience will use a media form for either one of four reasons:
Personal Identity
Information
Entertainment
Social Interaction
How this applies to Fortnite:
Personal identity - there is a creative mode, allowing people to express themselves. Not only that, there is an option to choose and customise your own 'skins', encouraging people to be creative, and themselves.
Social interaction - you can play with your friends or with strangers in battles and duos, or teams. (Collaborative nature).
Friday 22nd November 2024
Video Games: Exam Preparation
LO: To explore the possible exam questions for Video Games.
Do Now:
1) Two ways that the Fortnite website is appealing to the audience is through bright colours and lots of different game choices. Also merchandise.
2) The Fortnite demographic is 22% female but 78% male. Half are 10-25 and half are older.
3) Two examples of Fortnite targeting a diverse audience are their use of 'seasons' - the game is constantly being updated and through the unrealistic violence and cartoon style graphics.
4) A passive audience is an audience that accepts media messages without question and is more likely to be directly affected by them.
5) The use of gamer and non-gamer celebrities could relate to the search for role models that contribute to personal identity.
Industry:
- There have been massive technological developments in video games since the 1970s.
- Graphics have improved, narratives have become better and interactive elements of the game have improved.
- Fortnite is produced by Epic Games.
- Fortnite's PEGI rating is 12 because it includes frequent mild violence and mildly scary gameplay. Also, because players can communicate with one another which can be dangerous if young children don't understand privacy and the dangers associated with talking to strangers.
- Fortnite is so popular for multiple reasons, one of these being the launch and the fact that they were able to have a cinematic trailer due to technological developments. Another one of these are collaborations, and through their website.
- The game is funded through collaborations, merchandise, in-game purchases and limited time purchases. This is so successful because of the high number of players who would purchase these things because they are invested in the game.
Audience:
- The game targets mostly males aged 10-25 as this is the majority of their target audience.
- The cartoonish graphics and mild violence is appealing to young children and their parents, as it means that their child isn't exposed to graphic violence at a young age, but can still enjoy the game. The fact that the characters are customisable with different skins allows players to be whoever and whatever they want.
- The uses and gratifications theory is what the media does with people, not what people do with the media. The creative mode of Fortnite as well as the customisable skins allow personal identity to be expressed. The game is entertaining in itself as this is the whole purpose of video games.
Homework:
Explain how Fortnite make money and how they have remained so popular.
Use your knowledge and the notes from recent lesson to answer this question.
Try to show:
- Good, accurate knowledge & understanding of the funding model and successes
- Good, secure examples from Fortnite
- Appropriate use of media terminology
Fortnite makes money from a variety of different things. Some of these include collaborations with popular artists and TV shows, merchandise, in-game purchases and limited time items. These all contribute to the large profit that Fortnite makes every year, and are fundamental to Fortnite remaining up and running. Fortnite's launch was hugely successful, with the game gaining 10 million players within the first two weeks, and the numbers have continued to rise, with it now having 650 million players. Fortnite is incredibly popular for many reasons, and has a diverse audience, which they appeal to, which could be a contributing factor to its popularity. The cartoonish graphics, lack of gore and violence all ensure Fortnite can be played by younger players as well as older ones. Also, while there are more male players, there are some female players, and Fortnite ensures to appeal to all genders through the ability to customise your character through choosing and purchasing different skins. This has enabled them to remain relevant, allowing them to keep their popularity. Another reason Fortnite is so popular is because of the regular updates that take place, ensuring the game never gets boring for loyal players, as there are 'seasons'. They also regularly update their social media, meaning that they can advertise when new seasons are coming through things such as sneak-peeks and posters. They also have a poster that is appealing and easily accessible, with many different games sorted into categories, a menu bar (so you can get to any page you want) and bright and fun graphics, text and pictures, providing entertainment to its users, and keeping Fortnite popular as it can also post updates on the website. The website also contributes to making money as users can purchase things such as battle passes on there, so it helps to keep the game relevant and popular as well as revenue.
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